Product Description

In Ristorante Italia, each player owns an Italian restaurant, a restaurant that he wants to make better than everyone else's in order to have the most points at the end of the game. To do this, a player must set up the menu, draw recipe cards, go to the town markets to collect needed ingredients, improve and enlarge the restaurant, improve the staff's cooking skills (as indicated by the cook-o-meter), and otherwise do whatever is necessary to have the most exemplary restaurant in the city.

Ristorante Italia lasts four phases, with each phase being comprised of three rounds. In each round, players can perform two actions from this list: draw recipe/wine cards, buy ingredients, buy rooms, take a "personal touch" cube, buy a bonus card, or buy a cooking training course. Special events during the game include VIP visits, culinary reviewer visits and the final National Cooking Contest, in which players will compete with their best recipes.

To achieve victory, players can follow an economic strategy – focusing on a menu which provides a strong revenue – or a quality strategy, in which the restaurant features special recipes matched to unique wines. Both strategies can lead to victory, and a balanced strategy can also be a good idea.

Ristorante Italia, scheduled for release in October 2011, can be played in two versions: Recipes for Novice Cooks (lighter version) and Recipes for Great Chefs (complete version).

My wife and I have enjoyed several vacations to Italy. Not only do we enjoy the rich
history, gorgeous scenery and intriguing culture, but we also delight in the fabulous
cuisine. While the country is well known for its amazing pasta, their delicious fare
has far more variety than that famous staple. In every town—small or large—dozens of
restaurants can be found, each offering a wide assortment of delectable dishes. I'm
not sure I've ever had a bad meal in Italia.

Ristorante Italia by the design team of Marco Mutta, Riccardo Guerra and Giulio
Guerra establishes players in the role of restaurant owners trying to create mouth-
watering dishes that will lure customers and excite food critics. To accomplish
this, players must formulate a complimentary menu, procure the proper ingredients and
compliment the fare with the appropriate wine. While the food may impress the
critics, it is still necessary to advertise to attract the public and the all-
important celebrities. This will insure a steady source of customers and income.
The most successful restaurateur will become the toast of the town and his restaurant
will become the new hot spot.

Each player receives a board that represents their restaurant. There are spaces for
the recipes in four categories—starters, first and second courses, and desserts—and
the wine rack can hold four bottles. There are also spaces for various markers that
can be obtained during the game, including VIPs, gold stars and golden spoons.
Additional space is provided for bonus cards and restaurant expansions, which are
only available when playing the advanced version. Players begin the game with 25
coins, which are kept in a nifty and atmospheric measuring cup.

In addition to the score and "Cook-o-Meter" tracks, the central board depicts shops
that stock the various ingredients, separated by categories—fish, meat, vegetables,
fruit and general. Each shop holds six ingredients, which when needed are drawn
randomly from the supply. In another nod to atmosphere, the supply of tokens is
segregated into six different crates. Sadly, the crates are fairly flimsy and they
do not conceal the identity of the ingredients, which need to be drawn randomly.
Cloth bags would have been a better choice, albeit less atmospheric.

The game is played over the course of four seasons, with each season having three
rounds followed by three scoring rounds. Each turn, players execute two actions,
choosing from:

Draw a New Recipe or Wine card. The player selects one of the four categories of
recipe cards or wine cards, draws five and keeps one. Recipe cards are kept in hand,
while wine cards are immediately placed in the restaurant's wine rack—after paying
the cost, of course.

There are numerous considerations when making these selections. Recipes will provide
income and prestige points. A restaurant will ultimately be judged on the quality
of their menu, so there is an incentive to create elaborate fare with an abundance of
prestige points. However, these dishes require more ingredients and are more
difficult and time consuming to complete; they are also more expensive to acquire.
A complete four-course meal may bring accolades, especially if the menu is
consistently themed by category and/or specialty. So, players should plan
accordingly when selecting new recipes. Further, each dish is complemented by a
specific wine, so players should attempt to match these whenever possible. This will
enhance a restaurant’s income and prestige.

Go Shopping. It takes the proper ingredients to complete a recipe, and these
ingredients must be available at the market. With each action, a player may purchase
one ingredient and/or clear all ingredients from one of the market stalls. Thus, if
a desired ingredient is not currently available, clearing and refilling the market
may result in the ingredient suddenly becoming available. A player can store up to
six ingredients in his pantry, so one can plan prepare for completing multiple or
more intricate recipes.

After every three action rounds, three scoring rounds are conducted. During the
Critic Round, players place completed recipes to their restaurant, expending the
required ingredients. A player may only have two of each course, so proper planning
is essential. The Critic judges the best new recipe amongst all restaurants,
awarding the top players with movement up the Cook-o-Meter track. Players earn
victory points at game’s end based on their position on this track, and must progress
to specific levels in order to be able to complete more complex recipes. The most
complex recipes cannot be completed until a player has advanced nine spaces on the
track, a feat which is close to impossible in the basic game. The advanced game
provides a method of purchasing advances, but this costs actions, which are in a
finite supply. Progression on the track should be a bit easier, as the more
difficult recipes rarely come into play.

Players next bid (advertise) to attract a “VIP” endorsement. This is a “closed fist”
bid, with the high bidder paying the amount bid and receiving VIP and star tokens,
which are worth victory points at game’s end. It pays to conserve some money for
this all important bid, but one must still be careful as one-half of the amount bid
is lost even when losing the bid.

Finally, each player receives income based on the recipes and wine they have
completed. This is cumulative, so money becomes quite plentiful as the game
progresses. Indeed, it is too plentiful. There is little or no tension when making
purchasing decisions as money is never a concern after the first round. The game
would be significantly improved if money was tighter, as this would make purchasing
decisions more agonizing.

Four rounds are conducted in this fashion—three action rounds followed by three
scoring rounds—with additional final scoring after the fourth round. In the final
scoring round, each player must present a full dinner comprised of all four courses.
The player presenting the best dinner receives a “golden spoon” token. Further, any
player who presented a fully themed menu in either category and/or specialty will
receive bonus tiles. All of these tiles are worth victory points. Finally, each
player presents their single best recipe for the “National Cooking Tournament”, with
the winners receiving golden spoons.

Victory is determined by adding points earned from a variety of sources, including
position on the Cook-o-Meter track, value of all completed recipes and wine in the
wine rack, the value of all stars, spoons, category and specialty tiles earned, and
bonuses for each recipe wherein the player possesses the complimentary wine. As in a
Stefan Feld game, there are a lot of ways to earn victory points.

The advanced rules add the ability to expand one's restaurant with additional rooms,
acquire bonus cards and purchase advances on the Cook-O-Meter track by taking cooking
classes. These can all be useful, but with only two actions per turn, it reduces
what a player can accomplish. It also adds length to a game that is already too
long.

The theme of Ristorante Italia is delightful. The concept of selecting recipes and
purchasing the ingredients to complete them is fun. I also like the idea of having
to plan one’s menu in terms of theme and specialty, and having to complement the
dishes with the appropriate wine. All of these are great ideas that fit the theme
well.

Sadly, the game has numerous problems. The scoring rounds can be rather fiddly and
the rules are a bit confusing. As mentioned earlier, progression up the Cook-o-Meter
track is essential in order to complete the more complex recipes, which bring you the
highest prestige and income. Unfortunately, this progression can be very slow and
sporadic, which often means many players cannot advance beyond first or second level
recipes. This severely limits their options, causing them to fall further and
further behind the leaders. There should be more opportunity to progress on the
track, or the levels at which players can create more valuable recipes should be
lower.

The biggest problem, however, is the over-abundance of money. After the completion
of the first round, cash is plentiful. Recipes—and especially wine—bring windfalls
of cash, removing any purchase-making tension from the game. There are rarely any
budgetary considerations; there is plenty of cash to purchase what you desire. I am
certain that this is not the case when operating a restaurant in the real world, and
the abundance of cash here creates a game with little or no tension.

Unfortunately, due to the factors described above, I must reluctantly give the game a
thumbs-down. I certainly give it good marks for theme and concept, but its absence
of tension and problems with the Cook-o-Meter progression are just too much to
overcome. Perhaps further development would have alleviated these problems and
markedly improved the game. Industrious gamers may want to tinker with this to
improve it, but as is, this restaurant simply doesn’t earn my personal “Critic’s
Choice” award.

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